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NWN MODULES

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Title  The Siege Of DarkMoore part1
Author  D.Eklund
Submitted / Updated  01-17-2003 / 01-31-2003
Category  Official Campaign
Gameplay Length  1 - 1.30
Language  English
Roleplay  Light
Hack & Slash  Medium
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  15
Max # Players  Any
Min # Players  Any
Min Character Level  06
Content Rating  Everyone
Description
The people of DarkMoore have hired you in as mercenaries. All you know is that the enemy has some sort of magic protection field. Because of that the mage's cant teleport you into the castle itself. You must start at the beach, working your way up to the castle and there kill the mage ho has created the spell. Level 10 - 15

Files

NameTypeSizeDownloads
The_Siege_Of_Darkmoore.zipThe_Siege_Of_Darkmoore.zip
Submitted: 01-17-2003 / Last Updated: 01-31-2003
zip281.74Kb747
--
SCORE OUT OF 10
9
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Comments (3):

Posted by Mirgalen at 2007-02-21 23:34:21    
This could have been an excellent serie with only a bit of polishing. First I did not like the first area but somehow I kept playing until I had to reload a previous saved game due to a design bug. Afte reloading I "completed" the module and despite a few glitches/oddities I had a good time overall. I will certainly try it again.

Here are a few point I wish to make:

1. Darkmoore/Darkmoor Official Campaign?

What OC is this? Darkmoor (w/o "e" is a castle in M&M 6 game).
I found no reference to Darkmoore (with "e").

2. Level Range: I suggest not to play with anything above lvl 14

* Spoilers *

3. The Mage? They are no mages in the Castle. I wanted to face a Wizard/Sorcerer at the end.

4. Starting Area: There is none. No journal entry. No neutral area with a NPC to give the main quest. You start on the shore (there is no beach) alone with a bunch of enemies facing North ;-)
There could be an entry in the journal just klike the text above and/or a boat with a NPC talking to the player(s).

5. The early areas were quite good it was like playing NWN D Day. I found some people on the way, elves first and later some humans. Why? Where did they come from? Why none of them was able to help on the shore? Since they do not speak that will remain a mistery.

6. The access to the sewers or the "special gate" should be locked (plot item) or the faction script should be removed/modified. when I played early on I met the a character who became hostile. Later on, I met an hostile prisoner and the mercenaries/soldiers were hostile too. That NPC should have his own faction and/or instead of changing the player reputation that NPC should change faction/side. The alternative would be to lock the sewer or the gate and put the key someplace near the prisoner in the building. When i replayed, I did the "castle" first, freed the prisoner and continued through the sewers w/o turning back.

7. I had only two conversations in the entire module, no completed quests and no XP other than the few you get with the monsters. If it is not a bug, a couple of NPCs, at least the final should be able to talk a bit. In fact the final boss did not attack, his minions did but he was waiting. Also some creatures were behind locked doors that they would try to break to attack me. That was a bit odd.

8. Just a final note about the end area. There is nothing there. May be the guy from the prison could be there, talk a little and give some XP for completing the module.

Posted by 1_4 at 2004-02-28 21:24:00    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 7   Originality / Creativity 10   Quality Control 10   

Posted by Spam ( ..xxx.xxx ) at 2003-03-04 07:57:00    
Great modul, keep up the good work

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